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MooseyMcMan

It's me, Moosey! They/them pronouns for anyone wondering.

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Moosey Gear Solid: The Phantom Blog Part II: Spoilers!

If you read my previous blog, you know I was planning on writing a spoiler filled blog about Metal Gear Solid V: The Phantom Pain. And, this is that blog! Be warned, I'll be discussing pretty much everything I think is worth discussing in the game, and that includes the ending! And a bunch of other moments, early and late game, that I feel everyone should experience for themselves. So, if you haven't finished the game, and would like to, stop reading now! If you want to bookmark this, and read it after you finish the game, then hey, thanks! I appreciate your wanting to read my rambling nonsense. Especially when, in true Moosey fashion, I wrote like most of this in a day, then added to it in bits and pieces over five or so days. If it seems disjointed at any point, that's probably why.

I took a lot of screenshots during cutscenes in this game. The temptation of tapping the Share Button is too much for me.
I took a lot of screenshots during cutscenes in this game. The temptation of tapping the Share Button is too much for me.

I should also note that I'm not just discussing story stuff, but also game play stuff that would be too spoiler heavy to discuss openly. Things like how the game messes with your expectations of what you think all the base building and staff recruiting stuff in the game is. And, I think that's a good place to start. When I first started playing the game, I wasn't expecting that the way the game would get me to move through the story more quickly was to put my staff, the people I had been ballooning to my over-sized ocean base for days, in jeopardy. Not from attack, or from infighting (something I never had happen), but from disease.

Or, more specifically, parasites. But I'll get to those in a bit. Just, the fact that this game makes you look through every single person on your staff to see if you can find the ones that are susceptible is a really cool way to make the management stuff more than just some numbers you watch go up as you sneak. And sure, the game doesn't actually "make" you do that, you could just as easily ignore it. Assuming you don't mind watching dozens of your staff die. Which, honestly, kind of happened to me anyway, because my first guess at how the disease was spreading was not correct!

But, to be fair, who would have guessed that Kikongo was the vector on their first guess? At least in my case, all of the original people showing symptoms spoke five or six languages. And given the information received earlier in the game about the huge number of languages (minus English) being played in the throat ear buds, I figured Skull Face's plan was to create a bio weapon that only targeted people that spoke a large number of languages. Sans Lingua Franca, after all. But, after more people died, and I realized that my initial reasoning meant Ocelot was susceptible (and he likely wouldn't be, given that he lives into the other games), I took another look, and eventually narrowed it down to Kikongo.

I lost a lot of good people in that epidemic. But, again, just the gall to actually include something like this in the game, it's the sort of thing that only Kojima, or a like-minded lunatic would do. How many people would make a game where building up a staff of people was a huge mechanic, and then say, "Now a disease is going to kill off a lot of them if you don't act quickly enough," and then actually go through with it? Not only that, but to then do it A SECOND TIME? And holy crap, what a way to make it even more heart wrenching.

As if knowing your people were probably going to die wasn't bad enough, Mission 43 puts you in a situation where you need to kill your own people. Not indirectly, the game puts you in the Quarantine Platform, and makes you pull the trigger on every last one of them. And not in a fun, let's gin up a reason to make these people literally zombies so you don't feel bad way. In a, your soldiers have resigned themselves to death, so they are saluting you while you shoot them way. With a warbled version of the Peace Walker theme playing on a cassette player in the room, no less. I almost cried. I don't mean "almost" like I'm trying to sound tougher than I actually am. I mean that I can't recall a game ever actually making me cry, but I can count the number of times I've come close to it on one hand.

I feel sad just thinking about it.
I feel sad just thinking about it.

It's a moment that's going to stick with me for a very long time. And it's the sort of thing that's really only possible in a video game. You could watch movie Snake shooting his movie soldiers in a movie, but it would never feel the same as actually pulling the trigger yourself. This game could have easily had that stuff be a cut-scene, and not make you do it. But, again, that wouldn't have resonated nearly as much as it did. I also think it's interesting that for a game built around huge, open environments, and a game that encourages you at almost every step to tackle situations creatively, that the most memorable moment (for me, at least) is about as scripted as you can get without it being a cut-scene, or Quick Time Event.

All of that relating to the parasites, gives me a good segue to talk about the parasites. I definitely had my suspicions from one of the trailers that there was going to be a bio weapon of some sort in the game, and those thoughts were solidifying after the first mission in Africa. The one that ends with you uncovering a bunch of corpses with the big growths on the chests. That, and all the talk of a "weapon to surpass Metal Gear" made it seem fairly obvious the game was going in that direction. But I wasn't expecting a parasite, much less a parasite that only triggers to specific languages, depending on the variant.

And, as silly as that sounds on paper, I think the game handles it about as well as you can handle something like that. It certainly goes into enough detail about the parasites, how they propagate, their origins, etc. It doesn't really go over means that people could use to not talk and still communicate, like writing things down, but the game is not really concerned with that. Especially when the idea is that the parasites spread so quickly that by the time people would realize what was happening, it would already be too late. And when the only way to cure a person of the parasites has the side effect of sterilizing the host, meaning they could never have children, that in itself becomes a sort of death sentence. If not for the affected themselves, then for any chance of them having children, if they didn't already have them. I do think the fact that the parasites don't affect children because their vocal chords aren't fully developed is a little silly, but reasonable enough, I suppose.

Another thing I wasn't expecting from the game is that parasites are the new nanomachines. Any time there's something in the game that can't be explained through normal science, there's a good chance that the explanation is parasites. That, or such a lust for revenge ("WHOOOOOOO?"), allowing a man to be mostly dead for twenty years, and then reawaken because of a psychic boy. But, I'm getting ahead of myself. The parasites are used to explain everything from Quiet, to the Skull Units (which Quiet used to be in, to some extent), to Code Talker, to even boss characters in MGS3. Even if I did like the lack of explanation previously for the insane concept of A MAN THAT CONTROLS BEES, the fact that there now an explanation that makes sense within the universe is nice.

Conversely, the one for The End kinda makes Quiet, and her whole situation make even less sense than it already does. Specifically in that the explanation for Quiet's attire (or lack there of) is that she needs exposed skin to breath, and to drink. Which, on its own, is already a pretty poor explanation. If that was the case, I really doubt she would need to have that much of her skin exposed. Especially when, at the very beginning of the game, she's wearing a full thing of regular looking military duds (never mind that The End had the same, or a very similar parasite, and he never needed to expose himself). Well, it has the XOF grey color scheme, but it looks totally normal, and not revealing or sexualized at all. Why was she wearing that then? Was that before she got the parasite? That wouldn't explain how you can equip her with it again really far into the game after a needless interrogation scene where you get to see her shocked repeatedly. I say needless because this scene doesn't happen until after you defeat Skull Face and Sahelanthropus, by which point I'd think her loyalty had been sufficiently proven.

And even if it hadn't, why shock her, and pour salt water on her skin (which burns her) to try to get her to talk, when they could hand her a pen and a piece of paper and just ask her nicely? Or put her in front of a keyboard and have her type it out! She clearly knows English, and they know she knows English. It's pretty safe to assume that she knows how to read it as well, and even if she somehow knew how to read, but not write English by hand, she could still poke away at the keys to get her message across that way.

This blog would be substantially shorter if she was just dressed like this to begin with.
This blog would be substantially shorter if she was just dressed like this to begin with.

The whole thing just doesn't make sense, and feels like an elaborate set up to have an almost naked lady in the game. Now, if her design wasn't quiet as sexualized, with her having a less revealing top, and some shorts or something, and if the game didn't go full on "Male Gaze" just about every time she's on screen, I'd be willing to give some of these leaps of logic a pass. Because then I might be willing to think that she didn't exist purely to be stared at by pervs.

At least her reason for not talking makes sense within the logic of MGSV. She had been infected with a strain of the vocal chord parasites that is triggered by English. Or maybe she had been infected by all of them, I'm not really sure, because she can speak Diné (Navajo, as I learned through the game's tapes), which might be the only language there isn't a strain that affects? I find it odd that the only languages she speaks are English and Diné, at least when she isn't Diné like Code Talker. Either way, the idea was that Skull Face wanted her to infect Snake and the rest of them with the English parasite, and kill them that way, but she ended up changing her mind and kept quiet. Which, is pretty noble, but also why didn't she just write a note for them?

And then there's the final Quiet related story mission in the game, which, to be clear, I did not actually get to in the game. I never got around to maxing my S-Link with her, or whatever it is you need to do to trigger it (it's more involved than that, I think). While I do appreciate that there is an end to her story arc (unlike Eli's, but I'll get to that), I think it's a pretty poor one, that's also full of holes. First off, the attempted rape against her is just, well, I'm pretty opposed to rape (attempted or otherwise) in any media, so I don't think that should have been in there. Especially after all the sexual violence in Ground Zeroes. On screen or off, I think there's just better ways to go about things than the way it was handled in GZ, and it was totally needless here.

But then they gin up some reasons for Quiet to actually speak in English, and, come on. Why was the sandstorm in that mission the one time the iDroid wasn't working fully? How come the radio in it could connect to Pequod (the helicopter, I feel the need to state given the number of people I've seen online that think Pequod is the pilot), but she couldn't use it to place a marker for them to see? Why couldn't Pequod connect through to Mother Base to get Code Talker to translate for Quiet? Why did Quiet even get captured in the first place? I get that she was going out on an intentional suicide mission, but why get captured? She should have holed up in a place littered with C4 and just sniped Soviets for days. Even if they got to her, she could just blow the whole place and die on her own terms, rather than being captured and raped by Soviets (again, only attempted, so far as we see in the game, but who knows/it still shouldn't be in there).

But then it just ends with her wandering off into the desert, so I don't know. Everything about Quiet is bad. She's not even a good buddy to use in the game, because she's way too powerful. Yeah, that makes her "good," but not someone I want to use most of the time, because I want the game to actually challenge me. At least for me, I don't want to just trivialize the challenge in the game, which is kind of how I've felt on the times I've used Quiet.

All of that aside, I might be willing to give most of that a pass if MGSV had a cast full of strong, well written women to compensate. The problem is, depending on how you look at it, there's between one and three named female characters in the game that are at all relevant to the story. I'm not kidding, or exaggerating either. I'm not counting the soldiers you can recruit, because the women there are treated exactly the same as the men (aside from getting a Trophy for the first time you rescue a woman prisoner). They also don't factor at all into the events of the story, aside from the aforementioned parts where they are susceptible to the parasites too.

There's Quiet, the mostly naked woman who does not talk and literally turns invisible (speaking of, like many fictional characters that turn invisible, there's no explanation for how her scant clothing disappears too). The character you can literally kill and never see again after the sniper duel with her (fun boss fight, though). You don't get anything in return, other than knowing you don't have to deal with Kojima being a perv. You miss out on an extremely powerful buddy, and on any story related stuff that involves her.

To be clear, the first time I played that mission, I shot her because I wanted to know what would happen. If the game would let me do that. It totally did, so good on them for making that choice matter. Then I replayed it to see if I could unkill her, and I could, so I guess that choice really didn't matter after all. I do like that apparently she just leaves forever after you complete her story mission thing at the end. That's interesting. But I've already written a lot more about Quiet than I intended, so I'll move on.

Then there's Paz. She only exists in a small medical bay room, where she sits on a bed wearing practically nothing. You bring her photos, and she talks about them while Snake stands there silently (though there's some cut dialog online where he responds to her, which seems weird to me that it was cut). But, in the end, you realize she was actually dead all along, and was there just to show how Snake is still upset over not being able to save her. And that's fine, except for the whole she's only there to further the story of a dude thing.

Huey is such a scummy pile of burning tires that I didn't even think he deserved to be written about. By which I mean I forgot, but he is the worst.
Huey is such a scummy pile of burning tires that I didn't even think he deserved to be written about. By which I mean I forgot, but he is the worst.

And the final one is Strangelove, who, is about as literally stuffed into the fridge as someone can be without using an actual refrigerator. Seriously, they find her corpse inside The Boss AI Pod, purely as a means to finally prove that Huey is a lying monster. You do get a (really well voiced) tape of her final minutes, but that doesn't change the fact that her only involvement in the game is to further Huey's subplot, and to establish that she actually is the mother of Otacon.

This one is especially depressing to me, given that Strangelove is such an interesting character in Peace Walker. Her relationship with The Boss, her views of the world, her incredible knowledge of science, and the fact that she's a bisexual (or maybe pansexual if you want to get picky about semantics) character who has how her peers treated her for that as one of her main reasons for how she views the world as she does (or at least the scientific community)? Strangelove is a way more interesting and complex character than I think she's given credit for, and it's a bummer that she got the treatment she did in MGSV.

That's the worst part about how this game handles the women. It's that Kojima has done better in the past. The Boss, Strangelove, Meryl (more so in 4 than 1, where she's a "damsel in distress" at the end), Olga, Mei Ling, Naomi, Amanda, Sniper Wolf, Fortune and even open shirt Eva are all good to great women characters. Sure, some of them are sexualized more than they should be, but even then, that's something they use as strengths.

It's easy to make fun of Eva for walking around with her breasts out all the time, but as much as that is Kojima being pervy (because it is), it's also Eva using her sexuality to her advantage. She's MGS3's "Bond girl," and she uses that as a means to woo and use men to her advantage. At one point she says that she can make any man fall in love with her, if it's part of the mission. Granted, "falling in love" shouldn't really include walking around dressed the way she does, but at least it's something that makes sense within the game, and even in real life, to a lesser extent. No, it's not like, something amazing or great, but it's sure better than what the women in MGSV get. Yes, I know The Boss is the one I should be writing about, but if you're this deep into a blog about Metal Gear, you already know enough about The Boss that you don't need me going over a checklist about her.

Eva and Amanda could have very easily been major characters in the game. Why relegate them to a couple of tapes when they could be involved in the story? I'd love to have had some time to see Amanda dealing with the death of Chico. I'd love to have been able to go on another mission with Eva, assuming she covered up a bit more than she used to. But, instead they just get briefly mentioned, and then brushed aside.

And while I'm writing about how the game doesn't have any real female presence, I should write about how it doesn't really have any people of color (POC) in the main cast. Which, being a white person, I probably wouldn't have even thought about if the game wasn't set in Afghanistan and the border region between Angola and Zaire. Both parts of the world that are primarily populated with POC. And there are plenty of POC in the game, if you include the soldiers you recruit, the enemies you fight (in Africa at least), and I don't think the game is actively racist or anything. For a game made by Kojima that has "ethnic cleansing" and testing biological weapons on Africans as things it discusses, it's surprisingly inoffensive in how it handles that stuff. At least so far as I know, I'm no expert on these things. I haven't really looked into that far, but I'd love to read something written about how MGSV handles race by someone who actually knows what they're talking about.

I just wish that the main cast wasn't almost entirely white. The only non-white person is Code Talker, who is a member of the Diné. And, after the slight amount of research I did, I learned he was voiced by a POC. I don't know if he's actually a Native American, because all I could find was that he was "multi-ethnic," and he certainly wasn't light skinned in the pictures I saw. So, that's slightly better than the cast being entirely white. I guess Skull Face is intentionally ambiguous with his race, but given that he's from Hungary/Transylvania, and is voiced by a white guy, I'll continue to assume he's white. Well, he's really more of a grey by the time of MGSV, but you get what I mean.

I get that he's supposed to be mysterious, but I do wish Skull Face was fleshed out more in the game. And that I knew why he wears that mask.
I get that he's supposed to be mysterious, but I do wish Skull Face was fleshed out more in the game. And that I knew why he wears that mask.

It wouldn't have been hard to include a couple of named POC characters in the game. I don't think the various, "Commander of this unit that you need to extract" "characters" count, because they aren't characters. They're just in game enemies that happen to be POC that you need to either kill, or Fulton out. And I don't really think the children that end up at Mother Base count either. The only ones of those that get names (Shabani and Ralph) die. The rest just exist to be there to do stuff for Eli. You know, the white one. I'm not saying the game had to have a Captain Planet style cast that represents everyone, but it'd have been nice, you know?

Speaking of Eli, I think it's a huge bummer that there's no resolution to his subplot in the game. So far as what is in the game, the last we see of him is when Sahelanthropus gets hijacked. There's a quick sentence in the pre-final-final-credits text scroll that addresses where they went, but it doesn't resolve anything. So far as we know, they just steal "The Ultimate Metal Gear" and get away with it, whilst also being in possession of the final strain of the English vocal chord parasites. It's certainly not the first time a Metal Gear game has ended with one of the characters just leaving with a Metal Gear (MGS2 and Ocelot stealing Ray), but this is a different situation.

Especially now that it's come to light that the resolution of this subplot was cut from the game. There was going to be a large and involved mission (possibly a two parter from the sounds of it) that involved infiltrating an island littered with traps, while trying to get to Eli and Sahelanthropus before Cipher does. It culminates in an epic rematch against Sahelanthropus, that apparently involved a huge battlefield, and lots of fire support from the rest of Diamond Dogs to take it down. Given that the first fight with Sahelanthropus was already rad, this sounds like the boss fight to end all boss fights. At least in the MGS series. I totally believe what I've heard about them not being able to get it to run on PS3 and 360, if it was as big and crazy as the video makes it seem.

I get that content gets cut from games. I get that sometimes that content is pretty substantial. I get that sometimes things are cut not because they weren't finished, but because the developers changed their minds. That doesn't make this cut in particular any less disappointing. It'd be one thing if it had been replaced with something, anything. Even a tape or two about finding Eli and the rest with a broken down Sahelanthropus would have been better than seeing them fly off and get no resolution. Hell, even just remove the bit where they fly off. Unless they plan to sell that mission as DLC, which, I doubt. Unless that stuff is more finished than the video implies, I don't think Konami would deem it worth their time and money. Given that it's included as a bonus feature in the collector's edition of the game, and there isn't really anything else in the game to resolve that part of the plot, I can't help but think it was cut purely because they had no other choice. And that they didn't have the time to replace it with anything.

It's even more of a bummer when you consider that the game just kind of limps its way to the ending as it is. If you don't manage to get the Quiet mission (45) before the "Truth" final mission (46), like I didn't, then the last story thing that happens before then is sending Huey off on a raft. Like, do you know how bizarre it is to send Huey off on a raft, do a couple Side Ops, and then randomly get access to Mission 46, with no other context? It's pretty bizarre! Not that Mission 45 would give any more context, but at least that looks like it has some big encounter with a bunch of tanks. Whether it's a good encounter or not, I can't say, because I didn't play it. I have heard that it's pretty bad, but at least it's something big and bombastic.

This was a really fun boss fight, by the way. Though, but I liked it a lot.
This was a really fun boss fight, by the way. Though, but I liked it a lot.

Before I get to discussing the actual ending, I feel like I should link you to TheFantasticFillip's post about it on the GB forums. It's a lot longer, and goes deeper than I will. It's good to read a different perspective on these things. Especially since he seems a bit more positive on it than I was, but I'm getting ahead of myself.

Without any other context, the game just puts you right back at the very beginning of the game, in the hospital. Well, that's not completely true, because you do finally see that bit from one of the trailers where the people are trying to revive Big Boss, and Miller inexplicably sounds like he is voiced by a different person (he doesn't sound like Robin Atkin-Downes in that scene, damn it!), and you find out that the third person has some shrapnel in his head. Then you go to the start of the intro mission, only now you see the full picture the doctor was showing, which includes the character you created at the beginning, and text on the back wishing your character's name (in my case, MOOSE) luck from "Vic Boss." Then you see that the facial surgery was actually to make you look like Big Boss, and you then proceed to go through the entire intro again, unchanged, up until the ambulance crash. Instead of going on a horse ride with Ocelot, you see Ocelot bring the real Big Boss to a motorcycle, and a new ID also featuring "your" face and name. Big Boss lights a cigar, looks cool in that leather jacket we saw in that trailer years ago, and then it jumps forward in time to Venom Snake receiving a tape from Big Boss explaining all this. It kinda cuts to some time after that, when he gets another tape (MSX tape?) about Operation Intrude N313, and seems pretty angry about it.

Now, I have some issues with this ending. First off, like I said, there's no context as to why you suddenly go through this at the end, and that just makes the whole thing feel like it's a twist purely for the sake of having a twist. I know that when I said that to a friend, his response was, "Well that's Metal Gear." And I get that, and I get that we all, to some extent, saw a twist like this coming, years in advance, even. Honestly, I didn't dislike the twist at first. I laughed when I saw the picture, and it flipped around to reveal my character's dumb name. But then I had to replay that entire mission again, which just gave me time to think about how that twist was exactly what I was hoping it wouldn't be.

When all the theories about how you were really playing as Decoy Octopus, or Gray Fox began to circulate, all I could think was that I didn't want that to be the case. I didn't want the end of this game to be, "Well, you weren't Big Boss, and meanwhile Big Boss was off having his own adventures that you won't get to see." And...that's exactly what we got, only with a generic medic in the role of Venom Snake. At least with this, there is an "interesting meta-narrative" about how we, as players, really want to be Big Boss, just like Venom Snake did, and how to do so, Big Boss ends up stealing our identities...or something. I dunno.

And, I totally get that a lot of this is my own fault for spending way too much time thinking about this game beforehand. Spending too much time theorizing on forums, and too much time watching videos on YouTube. I watched a video analyzing the shadow in Ground Zeroes, for crying out loud. And, to my credit, his shadow in The Phantom Pain still doesn't look right. It's still a bald dude's shadow in the prologue, and while you can see the ponytail and horn once you get past that sequence, it still doesn't look right. It's hard to put into words, but it still doesn't seem as detailed as I feel an actual shadow should be. But, rumor mongering aside, at this point it's pretty safe to say that any shadow discrepancies are because of technical reasons.

I still think the way the twist is handled in the game is poor. It'd have been way better if Snake realized it midway into the game. Have there be something that triggers it, and he then has to deal with the fact that he isn't who he thinks he is. Have him grapple with self doubt over whether he can live up to the legend, whether he can fill the boots he's been forced to fill. That's a way more interesting way to handle it than some cut-scenes and tapes you get at the very end of the game. That makes it seem like it's integral to the plot, rather than some twist thrown in to give the game a twist.

I don't think it makes the game into a "side story" as I've seen some people say online. Skull Face's plan to use the parasites to wipe out all English speaking people on the planet is still kind of the biggest threat ever in these games. His use of some parasites or something against Zero are implied to be what causes him to take a less active role in the running of Cipher, which then leads to the creation of the Patriot AIs, and thus the events of the later games. That's all pretty important stuff, even if Big Boss was too much of a meanie to come and help during any of that.

The twist does explain why Kaz is constantly angry, and second guessing Snake any time he makes a decision that Kaz disagrees with.
The twist does explain why Kaz is constantly angry, and second guessing Snake any time he makes a decision that Kaz disagrees with.

Like, that could have been a could way to present the twist too! Have things get so bad that you can't handle it on your own, so the real Big Boss has to come in and help, and in doing so, you realize all the stuff about not being Big Boss. It just could have been handled so much better that I still can't help but be disappointed by the ending. I almost would rather a totally bland, twist free ending.

That, or have a twist so wild I couldn't help but just go along for it. I kept thinking, especially after seeing Sahelanthropus in one of the trailers, that the game was actually in the future. That would have explained some of the tech in the game, like that super advanced Metal Gear, and the wormholes. It could have also been used to explain why there are other Snakes, and other Mother Bases around the world that are involved in the FOB stuff. The game just kinda brushes off most of that stuff in a, "it's not actually canon" sort of way. At least the Sahelanthropus explanation works a little better. Namely that Huey couldn't actually get it working right, so instead Young Mantis was just operating it with his mind. But how crazy would it be if, at some point in the future, the world is just littered with Big Bosses, and Mother Bases? That would be crazy!

Just a bummer way to end such an amazing, fantastic game. I've still been playing the game just about every day since I finished it. There was one day where all I did was log in to get the daily reward (even if at this point none of them are big enough to warrant that). Aside from that, I feel like I've put at least an hour into the game every day since then. Doing Side Ops and stuff. So, don't get me wrong, even if the ending stuff bummed me out, MGSV is still one of my favorite games of all time. I cannot emphasize that enough.

Actually, I do like how the end of the game ties into the original Metal Gear. It definitely makes the twist in that game make more sense in terms of the overall fiction. Instead of Big Boss being both the leader of Outer Heaven and Foxhound, the real Big Boss was at Foxhound, and his Phantom was at Outer Heaven. If nothing else, it explains why Big Boss starts misleading you as you get deeper and deeper into the game. I love the idea that Venom Snake realizes that Big Boss sold him out, and that he went out of his way to stop Solid Snake, and when that was failing, he made sure Snake thought that he was Big Boss. Thus meaning the good name of Big Boss was forever tainted, and that the real Big Boss had to go into hiding.

Then again, it doesn't explain how the original Metal Gear ends with Big Boss coming back onto the radio to taunt you about his still being alive, so I don't know. There's probably still rectonning to be had with that stuff. But, even if we couldn't have the game end with a snippet of Hayter voicing Solid Snake as he approached Outer Heaven in the original game like I had wanted, this is still a cool way to tie the games together. Speaking of Hayter, even if it wouldn't have made much sense, I think it could have been fantastic if he was the voice of the real Big Boss at the end of the game. Knowing now that he isn't anywhere in the game, and they really did just abandon him for Kiefer, I do feel kinda sad about it. I like Kiefer in the role, but I'm still sad.

At this point, I think I've covered everything that I feel like I want to. I didn't really get into a lot of the actual happenings of the plot, but most of that stuff is pretty straightforward. I do wish a bit more had been done with Volgin once you learn that he was The Man on Fire. Even just a sentence or two from him would have been nice. Just to hear him sound angry one last time. I could talk about how insane and great it is that apparently there's a secret ending that plays if every player online disarms their nukes. What you see when that happens has leaked online, which is good, because I can all but guarantee that we'll never see that in game. It won't be for a long time, anyway, even if it does.

So, that's cool, that the game still has some secrets left for us to uncover. Like, for me, I still haven't seen the birthday surprise, for when you play on your birthday. I did have what it is (more or less) spoiled for me online, but my birthday (I put in my real birthday) is next week (oh god, I'm getting "old"), so I'll just wait for that at this point. And soon after that, Metal Gear Online is going live, so that should give the game some more life too.

And now I've officially strayed just too far from the spoiler blog topic. Thank you for reading, as always. There's still lots of things I could have written about, but after the last blog was too long, I feel like I should stop this one before it gets that long. So, see you next time! <3

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