The next stage of the path is a ravine posing a greater threat with less room to manoeuvre. Leading the children past a smouldering pile of bodies nearby heaps horror upon the horror, but there's no time to pause. Moving quickly I took out five guards at the first outpost with six shots – headshot, headshot, headshot, helmet goes flying, headshot, headshot – before moving on. Who cares about a No Kill bonus? I'm getting these children out of here. There's an urgency too born initially out of nothing more than a desire to herd these poor kids to safety, so I switched without hesitation from tranquilliser pistol to silenced assault rifle. The child you're carrying also needs to be set down to best allow Boss to dispatch of foes in his path. The five children scurrying around desperately will stay still on command, but won't necessarily stay there – lending the situation a realistic note of unpredictability. One of the five child soldiers Boss rescues in Blood Runs Deep. Up until this point I had been knocking guards out with tranquilliser darts and well-administered rear-naked choke holds, but with children to save I quickly switched tack. It turns the game on its head, and also changed my method of approach. Put the lives of six children in the player's hand – one literally, who must be carried due to injury – gives the player people to protect whose well-being seems in the heat of that moment to mean more than simply completing an objective. To this point stealth has always been an option, the path most travelled because it's what the series has always been about, not because the player necessarily has to. This is when the mission becomes the game's first truly standout moment. The objective is now to protect the children and get them to a rescue chopper awaiting Boss at the end of a valley behind the mine. Despite that, the moment he raises his gun there's a jolt of uncertainty, released when it's revealed he's faked the audio of their deaths to satisfy those who tasked Diamond Dogs with the mission. Slaughtering the children as Big Boss's mission dictates would have been shocking – of course it would – but jarring as well because it would be a U-turn for the character. It's been clear in promo material that the game will chart his descent into villainy, but at this point players have yet to see this reflected. At this point in the sparse story of The Phantom Pain, Boss is still a hero. They're child soldiers and suddenly the player is unsure what is about to happen. This leads to another locked gate, at which point a cut scene takes over – something is up here.īoss's five targets sit in a muddy cell, cold and scared. Moving around the central pit putting guards to sleep whenever they get in the way, eventually I came to a locked gate that had to be my path. KonamiĪ winding road and easily-avoided outpost later Boss arrives at the mine, a large area that only really differs from what has come before in term of layout. Metal Gear Solid 5 protagonist Big Boss in promo art for the new game. One of the six targets is here and taking him out is easy – silenced bullet to head, done, not a second thought. The only path to take heads up a valley, through a reasonably-armed encampment and along a road to a large mine.Īpproaching that first encampment is no different from any before it in the game - the player able to take on enemies with as much or as little force as they wish. Looking at the iDroid's map and setting a landing point for Boss's chopper it is clear what route needs to be taken. The reward too is much higher than any mission before it, indicating a greater challenge. Until this point only one or two people have needed eliminating or rescuing, so six seems like quite a step up. Warning: Spoilers for this particular mission follow.Īt first the only thing that strikes as odd is the high number of targets. Blood Runs Deep is episode 18, one of the first set in central Africa, and begins with a simple objective: eliminate six rebel soldiers before they can talk. The Phantom Pain's missions, episodes when referring to ones that move the story along, are largely about rescuing prisoners, eliminating targets, finding items or a mixture of those objectives. Metal Gear Solid 5: The Phantom Pain is an extraordinary game, it doesn't take long to realise that, but the point at which it truly won me over arrives about 20 hours in during a mission unlike any in the series before it, but which provides one of its greatest moments. A killer shot from the Blood Runs Deep mission in The Phantom Pain.
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