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	<title>Metal Gear Solid V &#8211; Tom Francis Regrets This Already</title>
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		<title>Doing Your Job In Metal Gear Solid V</title>
		<link>https://www.pentadact.com/2015-09-28-doing-your-job-in-metal-gear-solid-v/</link>
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		<dc:creator><![CDATA[Pentadact]]></dc:creator>
		<pubDate>Mon, 28 Sep 2015 22:06:01 +0000</pubDate>
				<category><![CDATA[Games]]></category>
		<category><![CDATA[Metal Gear Solid V]]></category>
		<category><![CDATA[What Works And Why]]></category>
		<guid isPermaLink="false">http://www.pentadact.com/?p=8237</guid>

					<description><![CDATA[This post is part of a series. I mention abilities and tools but no story spoilers. A lot of the time, MGS V is just a very good stealth game. You have lots of tools to distract, evade or take down your enemies, and they&#8217;re all very satisfying to use &#8211; just like Deus Ex [&#8230;]]]></description>
										<content:encoded><![CDATA[<p align="center"><em>This post is part of <a href="https://www.pentadact.com/tag/metal-gear-solid-v/">a series</a>. I mention abilities and tools but no story spoilers.</em></p>
<p>A lot of the time, MGS V is just a very good stealth game. You have lots of tools to distract, evade or take down your enemies, and they&#8217;re all very satisfying to use &#8211; just like Deus Ex 3. Its levels are encampments dotted seamlessly around a huge open world &#8211; just like Far Cries 2-4. Its layered systems turn failures into new challenges rather than end points &#8211; just like Invisible Inc. But none of those things are new, and MGS V sometimes feels like something that is.</p>
<p>Those times, for me, are not during some particularly great mission, or when some unexpected chain of events creates a cool story. They&#8217;re after: when the guards lie sleeping or dead, the cargo containers are ballooning skyward, I&#8217;m scampering out with the target (too weak to be similarly ballooned) slung over my shoulders.<span id="more-8237"></span></p>
<p>Because what happens next is both incredibly mundane and incredibly unusual. I heave them into the back seat of a 4&#215;4, get in the driver&#8217;s seat, and drive off. I bring up the map and tell my chopper pilot where to pick us up. Then I drive them there. Then I park, haul them out, carry them to the chopper, and put them in. Then the chopper flies off. Then I go back to my car, look at my map, and figure out where I&#8217;m going next.</p>
<p><a href="https://www.pentadact.com/wp-content/MGS-Mountains.jpg"><img fetchpriority="high" decoding="async" src="https://www.pentadact.com/wp-content/MGS-Mountains.jpg" alt="MGS Mountains" width="1526" height="897" class="aligncenter size-full wp-image-8243" srcset="https://www.pentadact.com/wp-content/MGS-Mountains.jpg 1526w, https://www.pentadact.com/wp-content/MGS-Mountains-178x105.jpg 178w, https://www.pentadact.com/wp-content/MGS-Mountains-500x294.jpg 500w, https://www.pentadact.com/wp-content/MGS-Mountains-1024x602.jpg 1024w" sizes="(max-width: 1526px) 100vw, 1526px" /></a></p>
<p>None of these things are thrilling or even challenging, they&#8217;re just the things you would need to do if this was your mission and these were you tools. And that makes you feel more like an actual field operative than any other game I can think of. Instead of cutting to the next exciting mission or cinematic, it leaves you to deal with the basic mechanical business of getting things done and moving on. It&#8217;s more than feeling like the star of an action movie &#8211; it&#8217;s feeling like this is your <em>job</em>.</p>
<p>As I&#8217;ve started to figure out that this is what&#8217;s special about the game, I&#8217;ve also figured out how to maximise the feeling. Because it doesn&#8217;t always do this: main missions often <em>do</em> cut away, or force you to return to base. So now I drop myself at sunset, in whichever country has the most side-ops scattered across its map, climb in my car, and work through the night.</p>
<p>That means getting from each mission area to the next, sometimes through 3 kilometers of twisting, guard-infested roads. I mostly drive, cutting my headlights and offroading dangerously to skirt watchtowers, and enjoying the empty, dark stretches between. Other times I ride, hanging off the saddle to hide behind my horse as we trot past patrols in the shadows. And for the longest journeys, I sneak into an outpost&#8217;s delivery point, climb inside a stamped addressed cardboard box, and post myself to the next town.</p>
<p>That part is probably not a lot like a real commando&#8217;s job.</p>
<p>But it&#8217;s these between moments, staying in the world between objectives, that makes it work. It has all the appeal of methodically taking down the outposts in Far Cry 3 and 4, but the added sense of purpose from the side-ops makes a huge difference to the fantasy you&#8217;re living: you&#8217;re an agent with a job to do rather than a madman with a murderous hobby.</p>
<p><a href="https://www.pentadact.com/wp-content/MGS-ASleep.jpg"><img decoding="async" src="https://www.pentadact.com/wp-content/MGS-ASleep.jpg" alt="MGS ASleep" width="1912" height="541" class="aligncenter size-full wp-image-8241" srcset="https://www.pentadact.com/wp-content/MGS-ASleep.jpg 1912w, https://www.pentadact.com/wp-content/MGS-ASleep-178x50.jpg 178w, https://www.pentadact.com/wp-content/MGS-ASleep-500x141.jpg 500w, https://www.pentadact.com/wp-content/MGS-ASleep-1024x290.jpg 1024w" sizes="(max-width: 1912px) 100vw, 1912px" /></a></p>
<p>In fact you&#8217;ve got <em>lots</em> of jobs to do, and the more of them you do in one continuous marathon of espionage, the deeper you can sink into this other life. Last night I tranqed a whole airport to find a crucial blueprint, interrogated a lookout to locate a prisoner, incapacitated four heavy infantry with my bare hands, and stole a tank from under the noses of its sniper guardians. By the time I drove out to a remote shack to capture an interpreter, the sun was coming up. I tranqed him and one of his bodyguards at range, then snuck up on the last one and slammed him into the shack. For no practical reason, I loaded the target and the better of the two bodyguards into my jeep and drove to the nearest pickup point&#8230; then this happened:</p>
<p><a href="https://www.pentadact.com/wp-content/WeMustGoNow.gif"><img decoding="async" src="https://www.pentadact.com/wp-content/WeMustGoNow.gif" alt="WeMustGoNow" width="332" height="313" class="aligncenter size-full wp-image-8238" /></a></p>
<p>Turns out the game sometimes auto-extracts people when you leave the mission area. Which is one of many signs that this sense of doing all the between bits yourself wasn&#8217;t a particularly high priority for the developers. But when you play that way, and when they let you, it&#8217;s really something special.</p>
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		<title>The Killing Decision In Metal Gear Solid V</title>
		<link>https://www.pentadact.com/2015-09-15-the-killing-decision-in-metal-gear-solid-v/</link>
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		<dc:creator><![CDATA[Pentadact]]></dc:creator>
		<pubDate>Tue, 15 Sep 2015 21:31:36 +0000</pubDate>
				<category><![CDATA[Games]]></category>
		<category><![CDATA[Metal Gear Solid V]]></category>
		<category><![CDATA[What Works And Why]]></category>
		<guid isPermaLink="false">http://www.pentadact.com/?p=8194</guid>

					<description><![CDATA[This post is part of a series. I mention abilities and tools but no story spoilers. Almost every game that lets you take people out lethally or non-lethally presents it as a choice between pragmatism and ethics: killing is easier, but tranqing is nicer. That&#8217;s true in MGS V too, but it adds something else [&#8230;]]]></description>
										<content:encoded><![CDATA[<p align="center"><em>This post is part of <a href="https://www.pentadact.com/tag/metal-gear-solid-v/">a series</a>. I mention abilities and tools but no story spoilers.</em></p>
<p>Almost every game that lets you take people out lethally or non-lethally presents it as a choice between pragmatism and ethics: killing is easier, but tranqing is nicer. That&#8217;s true in MGS V too, but it adds something else to that choice that solves a problem I&#8217;ve had with these games for ages.<span id="more-8194"></span></p>
<p>The ability to play a game nonlethally lets you adopt that policy as your character&#8217;s moral code, and that makes your game persona a little more sympathetic. By the same token, it also demonises the act of killing: it&#8217;s no longer possible to claim it&#8217;s necessary, because you often have the developer&#8217;s word that it isn&#8217;t. To kill is now either the act of a sadistic monster, or an unsatisfying compromise made because you either couldn&#8217;t or couldn&#8217;t be bothered to pull off the non-lethal option.</p>
<p>So the ways of playing these games &#8211; including my own &#8211; boil down to:</p>
<ol>
<li>Do everything nonlethally forever, no matter how difficult or boring it becomes.</li>
<li>Kill everyone, playing the role of a psychotic monster who usually clashes with both the story and your own ability to embody your character.</li>
<li>Stop caring about the distinction and do a messy mix of both, as your mood or the situation dictates.</li>
</ol>
<p><a href="https://www.pentadact.com/wp-content/MGS-V-Killing-Decision-05.png"><img loading="lazy" decoding="async" src="https://www.pentadact.com/wp-content/MGS-V-Killing-Decision-05.png" alt="MGS V Killing Decision 05" width="1000" height="565" class="aligncenter size-full wp-image-8200" srcset="https://www.pentadact.com/wp-content/MGS-V-Killing-Decision-05.png 1000w, https://www.pentadact.com/wp-content/MGS-V-Killing-Decision-05-178x101.png 178w, https://www.pentadact.com/wp-content/MGS-V-Killing-Decision-05-500x283.png 500w" sizes="auto, (max-width: 1000px) 100vw, 1000px" /></a></p>
<p>It&#8217;s probably clear from the way I&#8217;ve phrased these that I don&#8217;t find any of them entirely satisfactory. Very few games make the purely nonlethal option inherently fun &#8211; the faint satisfaction of knowing you&#8217;ve done the &#8216;right&#8217; thing is balanced against how boring and time consuming the methods were, how many cool tools you weren&#8217;t allowed to use, and how utterly fake the whole charade is &#8211; you&#8217;re usually only doing it this way because you have divine knowledge that the world has been architected to make it possible.</p>
<p>Mechanically, I like the third option. I like having a lot of tools. Option 1 makes lethal tools forbidden, and option 2 makes nonlethal tools pointless. But by itself, option 3 doesn&#8217;t give you any particular <em>reason</em> to use both sets, so it can feel kind of empty.</p>
<p>That&#8217;s the thing MGS V fixes. With an early upgrade to your binoculars, you can scan every soldier to see how good they are at a variety of different tasks. If they&#8217;re any good, it&#8217;s worth taking them out non-lethally, because you can then tie a balloon to them, send them up into the sky, have your colleagues collect them with a passing plane, fly them to the Seychelles, drop them off at an offshore base, persuade them to change sides to your private mercenary corp, then put them in full-time, devotedly loyal employment in the division of your base that their talents best suit.</p>
<p>I&#8217;ll be honest, this was not my next guess for how games would ultimately fix this problem.</p>
<p><a href="https://www.pentadact.com/wp-content/MGS-V-Killing-Decision-06.png"><img loading="lazy" decoding="async" src="https://www.pentadact.com/wp-content/MGS-V-Killing-Decision-06.png" alt="MGS V Killing Decision 06" width="1567" height="426" class="aligncenter size-full wp-image-8201" srcset="https://www.pentadact.com/wp-content/MGS-V-Killing-Decision-06.png 1567w, https://www.pentadact.com/wp-content/MGS-V-Killing-Decision-06-178x48.png 178w, https://www.pentadact.com/wp-content/MGS-V-Killing-Decision-06-500x136.png 500w, https://www.pentadact.com/wp-content/MGS-V-Killing-Decision-06-1024x278.png 1024w" sizes="auto, (max-width: 1567px) 100vw, 1567px" /></a></p>
<p>But it does work.</p>
<p>You have to disengage with the moral aspect completely, of course &#8211; you&#8217;re now operating in a pretty grotesque fantasy land where no-one has a will that can&#8217;t be bent to serve your own. You can shoot a person 7 times in the knees and then make them work in your box-delivery department forever, and they will salute you on sight and thank you if you punch them. You could read it as parody or an ugly dominance fantasy, but I suspect it&#8217;s just where a series of cool systems ideas led them, and they didn&#8217;t much mind that it was narratively mad. Luckily, neither do I.</p>
<p>It works because there&#8217;s now a strong practical reason to use nonlethal tactics for some guards, and lethal for others. This guard has an A in Engineering and this one has a B in Intel, so I&#8217;ll tranq those two and kill the rest. You don&#8217;t <em>have</em> to kill the rest, but as in most games it&#8217;s easier: you have more powerful, more varied, and more satisfying tools to do it, and it eliminates them from the complicated patrol equation: people don&#8217;t get up from death.</p>
<p>Pure lethal and pure nonlethal are still options, but by fleshing out option 3 with interesting systems, it makes it clear how much less interesting they really are. Fine for an experimental or role-playing playthrough, but monotonous compared to the juice you can get out of that choice if you let it vary situationally.</p>
<p>In other games, the &#8220;kill or tranq?&#8221; question asks you to pick one of two possible playthroughs at the start, and it takes a dozen hours to finish enunciating your answer. MGS V lets it become an ongoing debate.</p>
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		<item>
		<title>Being Someone Else In Metal Gear Solid V</title>
		<link>https://www.pentadact.com/2015-09-13-being-someone-else-in-metal-gear-solid-v/</link>
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		<dc:creator><![CDATA[Pentadact]]></dc:creator>
		<pubDate>Sun, 13 Sep 2015 18:24:10 +0000</pubDate>
				<category><![CDATA[Games]]></category>
		<category><![CDATA[Metal Gear Solid V]]></category>
		<guid isPermaLink="false">http://www.pentadact.com/?p=8175</guid>

					<description><![CDATA[This post is part of a series. I mention abilities and tools but no story spoilers. If you have keen eyesight, you might have noticed that the person in my screenshots is not straggly-bearded horned male Venom Boss Big Punished Ahab Snake. She&#8217;s Amber Fox, a low level support officer I think I extracted on [&#8230;]]]></description>
										<content:encoded><![CDATA[<p align="center"><em>This post is part of <a href="https://www.pentadact.com/tag/metal-gear-solid-v/">a series</a>. I mention abilities and tools but no story spoilers.</em></p>
<p>If you have keen eyesight, you might have noticed that the person in my screenshots is not straggly-bearded horned male Venom Boss Big Punished Ahab Snake. She&#8217;s Amber Fox, a low level support officer I think I extracted on an early mission [update: <a href="https://twitter.com/ultrabrilliant/status/643461566222897152">Andy tells me</a> you get her by importing your Ground Zeroes save], along with another Fox with the same tattoo who might be her brother. She&#8217;s not a story character, just one of hundreds of recruits I have milling around my base.</p>
<p>Once you unlock the &#8216;combat&#8217; bit of your base, you can choose to play as anyone you station there instead of Big Venom Punished Ahab. This is bizarre for many reasons.<span id="more-8175"></span></p>
<ol>
<li>It must have been a huge amount of work to support something that there is little practical reason to do. The recruits mostly differ from Ahab Venom by lacking some of his abilities, and their own special traits often just restore one of them. Only two of my hundreds of recruits are women, and yet they&#8217;ve modeled a female-tailored version of every outfit Punished Big can wear. She has her own voice acting for common commands interactions like interrogating guards, and presumably the male recruits do too.</li>
<li>And yet, it&#8217;s also a little shoddy. Not in any ways that matter at all to me, but it creates all these little contradictions and narrative &#8216;bugs&#8217; that you would think a highly polished game like this would hate to ship. Everyone keeps calling you by the wrong name, some cut-scenes show your character but people treat you like Boss, others replace you with Boss, others won&#8217;t trigger unless you switch back to Boss. None of that is a problem for me, I&#8217;m just really surprised they were OK with it.</li>
<li>And it seems totally at odds with a game that often seems determined to tell a very specific character-driven story. It has a long and expensively produced intro to set up who you are in this world, and why you&#8217;re doing this, then also puts in loads of work to let you not be that person.</li>
</ol>
<p><a href="https://www.pentadact.com/wp-content/Amber-Fox-Cigar.png"><img loading="lazy" decoding="async" src="https://www.pentadact.com/wp-content/Amber-Fox-Cigar.png" alt="Amber Fox Cigar" width="1920" height="1080" class="aligncenter size-full wp-image-8173" srcset="https://www.pentadact.com/wp-content/Amber-Fox-Cigar.png 1920w, https://www.pentadact.com/wp-content/Amber-Fox-Cigar-178x100.png 178w, https://www.pentadact.com/wp-content/Amber-Fox-Cigar-500x281.png 500w, https://www.pentadact.com/wp-content/Amber-Fox-Cigar-1024x576.png 1024w" sizes="auto, (max-width: 1920px) 100vw, 1920px" /></a></p>
<p>Anyway, I&#8217;m absolutely delighted that they did it despite all of this. I hate playing as grizzled old men in general, and the ridiculous miscellany of costume-shop accessories on Snake Boss&#8217;s face made it hard to forget: &#8220;You&#8217;re playing Hideo Kojima&#8217;s alternatingly extremely silly and extremely self-serious fantasy.&#8221;</p>
<p>Amber Fox just looks cool. It&#8217;s nice to be a woman in what is not only <em>typically</em> a man&#8217;s role, but in this case actually is a specific man&#8217;s role. I like when people call her Boss. I ret-con that she really was just some random recruit, given one field op to test out the new combat unit idea, and pulled it off so spectacularly that she became the organisation&#8217;s primary operative, and now everyone&#8217;s just kind of in awe of this very sensible, very practical, mysterious woman who just showed up and killed it. It made stories like <a href="https://www.pentadact.com/2015-09-09-a-hollow-victory-in-mgs-v/">this one</a> all the more exciting for me, because I wasn&#8217;t playing as some superhuman legend, I was just a new recruit who had to nearly break herself to get the job done, and came out bleeding and gasping but triumphant.</p>
<p>This was the last game I expected to let me write my own story.</p>
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		<title>Metal Gear Solid V&#8217;s Failure Spectrum</title>
		<link>https://www.pentadact.com/2015-09-13-things-about-metal-gear-solid-v-spoiler-free/</link>
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		<dc:creator><![CDATA[Pentadact]]></dc:creator>
		<pubDate>Sun, 13 Sep 2015 14:11:50 +0000</pubDate>
				<category><![CDATA[Games]]></category>
		<category><![CDATA[Metal Gear Solid V]]></category>
		<category><![CDATA[What Works And Why]]></category>
		<guid isPermaLink="false">http://www.pentadact.com/?p=8158</guid>

					<description><![CDATA[This post is part of a series. I mention abilities and tools but no story spoilers. Being an outsider to the Metal Gear series, I was only cautiously optimistic about V. All I heard about the last one was that it had 90-minute cut-scenes. I watched enough of one of them on YouTube to determine [&#8230;]]]></description>
										<content:encoded><![CDATA[<p align="center"><em>This post is part of <a href="https://www.pentadact.com/tag/metal-gear-solid-v/">a series</a>. I mention abilities and tools but no story spoilers.</em></p>
<p>Being an outsider to the Metal Gear series, I was only cautiously optimistic about V. All I heard about the last one was that it had 90-minute cut-scenes. I watched enough of one of them on YouTube to determine that it was&#8230; not my cup of tea. Of V, I&#8217;d seen some fun stuff in videos, but I was half-assuming the story would barge in and ruin it.</p>
<p>Well, the story does barge in. But only for the intro and a few brief intrusions, spread out over the vast, ridiculous amount of time I&#8217;ve played the game for so far &#8211; at least thirty hours, I think. That&#8217;s a ridiculously tiny fraction, and the rest is extraordinarily good.</p>
<p>So many things about it are surprising or different or interesting and I want to write about all of them. So I think I&#8217;ll do that, one post at a time, starting with this:<span id="more-8158"></span></p>
<p><a href="https://www.pentadact.com/wp-content/Bloody-Narrower.png"><img loading="lazy" decoding="async" src="https://www.pentadact.com/wp-content/Bloody-Narrower.png" alt="Bloody Narrower" width="1359" height="763" class="aligncenter size-full wp-image-8182" srcset="https://www.pentadact.com/wp-content/Bloody-Narrower.png 1359w, https://www.pentadact.com/wp-content/Bloody-Narrower-178x100.png 178w, https://www.pentadact.com/wp-content/Bloody-Narrower-500x281.png 500w, https://www.pentadact.com/wp-content/Bloody-Narrower-1024x575.png 1024w" sizes="auto, (max-width: 1359px) 100vw, 1359px" /></a></p>
<h4>MGS V is extremely forgiving</h4>
<p>Outside of those few scripted intrusions, I&#8217;ve only actually died a handful of times in those thirty hours. The game has an enormous failure spectrum &#8211; I <a href="https://www.pentadact.com/2014-12-29-what-works-and-why-invisible-inc/">mentioned these in respect to Invisible Inc</a>, but here&#8217;s the gist:</p>
<div style="margin:20px;">
<p><em>When you can fail at something but still carry on playing, I call the range of states between perfect success and total failure a &#8216;failure spectrum&#8217;.</em></p></div>
<p>MGS V has most of the stealth genre&#8217;s most generous failsafes, plus an incredibly generous one of its own inserted at the crucial moment &#8211; Reflex Mode. The result is something like this:</p>
<ul>
<li>If a guard sees you, you get an &#8216;awareness&#8217; indicator showing you where they are. If you reduce your visibility, that goes away completely and the guard won&#8217;t even investigate.</li>
<li>If you stay in sight and/or make yourself more visible, the guard will very, very slowly come over to investigate. Even then, this alerts no-one else and doesn&#8217;t count against you in any score or performance metrics, and you don&#8217;t even have to move: going prone and using a &#8216;hide&#8217; button makes you damn nearly invisible &#8211; I&#8217;ve had a guard stood 2 feet from me shining a torch directly on my body without spotting me in that mode.</li>
<li>If they DO definitively see you and recognise you as an intruder, Reflex Mode puts the world in slowmo and you get a huuuuuuuuge amount of time to do something about it. Your view is snapped to the person who saw you, the yelp of recognition they make seems to be inaudible to other guards, and if you shoot them in the head with a quiet weapon (you start with two) in this ample time, no alert is triggered.</li>
<li>If you fail to take them out in this time, or someone else sees them die, the surviving guard will yell. Others in earshot will be alerted, but no-one beyond that at this stage. Your default weapon is rapid fire, accurate and silenced, and if you can take out everyone who heard before they have a chance to radio, the alert is contained.</li>
<li>Even if you do give them time to radio, it will do nothing if you&#8217;ve already taken out their communications equipment.</li>
<li>Even if they manage to radio for reinforcements, it&#8217;s easy to run away and they won&#8217;t give chase.</li>
<li>Even if you don&#8217;t run away, it&#8217;s quite possible to kill everyone without taking a hit.</li>
<li>Even if you take a hit, your health regenerates for free.</li>
<li>Even if you get hit a LOT &#8211; even if you get hit by a <em>mortar</em> &#8211; you only go into a &#8216;wounded&#8217; state that restricts your movement but still gives you a chance to take everyone out.</li>
<li>If you fuck that up, yeah, you&#8217;re dead.</li>
</ul>
<p>Listing it like that makes it sound absurd, but I really think this is one of the main reasons I and so many people end up having such a great time. Moving to these messier states creates stories of panic and improvisation, instead of frustrating game-overs. It&#8217;s the same reason it works in Invisible Inc: </p>
<div style="margin:20px;">
<p>A big failure spectrum is good because a lot of the most emotional moments in a game happen on the cusp of failure. If you were <em>this</em> close to being seen, your escape is exhilarating. But if failure is a ‘game over’ screen, spending a lot of time on the cusp of failure means a lot of ‘game over’ screens. Each one interrupts your immersion and ends your investment in this current run. It pulls you out of the game, and you find yourself in a menu, then at a checkpoint or a savegame. Mentally acclimatising to how much of your story has been lost forces you to disengage from it, and you have to build up all that immersion again from scratch.</p>
<p>If failure isn’t game over, it’s still nail-biting when to come close to it. And when you do slip over the threshold, it&#8217;s just another development in the story you&#8217;re creating and living through.</p></div>
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		<title>A Hollow Victory In MGS V</title>
		<link>https://www.pentadact.com/2015-09-09-a-hollow-victory-in-mgs-v/</link>
					<comments>https://www.pentadact.com/2015-09-09-a-hollow-victory-in-mgs-v/#comments</comments>
		
		<dc:creator><![CDATA[Pentadact]]></dc:creator>
		<pubDate>Tue, 08 Sep 2015 23:57:12 +0000</pubDate>
				<category><![CDATA[Games]]></category>
		<category><![CDATA[Metal Gear Solid V]]></category>
		<guid isPermaLink="false">http://www.pentadact.com/?p=8147</guid>

					<description><![CDATA[Just pulled off the most amazing performance in a timed destruction mission in Metal Gear Solid V, galloping from one tank convoy to the next, destroying them and calling in supply drops at my next position with perfect efficiency for 13 minutes straight. 2 minutes left, sprinted to put myself between two tanks and a [&#8230;]]]></description>
										<content:encoded><![CDATA[<p>Just pulled off the most amazing performance in a timed destruction mission in Metal Gear Solid V, galloping from one tank convoy to the next, destroying them and calling in supply drops at my next position with perfect efficiency for 13 minutes straight.</p>
<p>2 minutes left, sprinted to put myself between two tanks and a guard-infested checkpoint they were trying to reach. De-roaded one, nearly killed by the other. Scrambled to cover, lay on my back headshotting 8 incoming dudes through choking smoke, then, close to death, pulse pounding and soaked in my own blood, crawled back out into the crashed tank&#8217;s line of fire to finish it off with the last of my rockets &#8211; and destroyed it with 15 seconds to spare.</p>
<p>Spent them lying in the grass, praying no-one else would find me, listening to my character gasp for air through her own blood.</p>
<p><strong>Game&#8217;s grade for my performance:</strong> C<br />
<strong>Video:</strong> came out with a black screen throughout</p>
<p><a href="https://www.pentadact.com/wp-content/GRade-C-blood.png"><img loading="lazy" decoding="async" src="https://www.pentadact.com/wp-content/GRade-C-blood.png" alt="GRade C blood" width="1359" height="966" class="aligncenter size-full wp-image-8151" srcset="https://www.pentadact.com/wp-content/GRade-C-blood.png 1359w, https://www.pentadact.com/wp-content/GRade-C-blood-178x127.png 178w, https://www.pentadact.com/wp-content/GRade-C-blood-500x355.png 500w, https://www.pentadact.com/wp-content/GRade-C-blood-1024x728.png 1024w" sizes="auto, (max-width: 1359px) 100vw, 1359px" /></a></p>
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