punished  venom '' snake is who you played as in metal gear solid v the phantom pain.
punished  venom '' snake is who you played as in metal gear solid v the phantom pain.
who do you play as in metal gear solid v the phantom pain?
punished `` venom '' snake
"metal gear solid v: the phantom pain" is an stealth game in which players take the role of punished "venom" snake from a third-person perspective in an open world. the gameplay elements were largely unchanged from "ground zeroes", meaning that players will have to sneak from several points in the game world, avoiding enemy guards, and remaining undetected. included in snake's repertoire are binoculars, maps, a variety of weapons, explosives, and stealth-based items such as cardboard boxes and decoys. following one of the series traditions, "the phantom pain" encourages players to progress through the game without killing, using non-lethal weapons such as tranquilizer darts to subdue enemies. players may traverse the game world with vehicles such as jeeps and tanks, in addition to traveling on foot or on horseback, and as certain locations are mountainous, occasionally, players can opt to go rock climbing as a shortcut. they may call for helicopter support against enemy soldiers or request airstrikes that can bomb the target area or change the current weather. snake can call on ai companions—including quiet, a silent female sniper with supernatural abilities; d-horse, a horse capable of wearing armor and hiding snake during travel; d-walker, a manned, highly agile mobile weapons platform that can provide heavy weapons support; and d-dog, a wolf pup raised and trained on the new mother base to assist him in the field. the companions' abilities and their effectiveness will depend on the player's relationship with them. there is a large emphasis based on tactics in "the phantom pain".
metal gear solid v: the phantom pain
the overarching theme of the "metal gear solid" series is that of the "gene, meme, scene, sense, peace, revenge and race," and how people are affected by these factors according to the game's producer kojima — "metal gear solid" deals with genetics and the moral implications of genetic engineering, "metal gear solid 2: sons of liberty" deals with how identity can be affected by the philosophies of one's society (a "meme") and the effects of censorship on society, "" deals with how the time and place one lives in (a "scene") affects their identity, how politics change along with the times and hyperreality, the inability to distinguish fact and fiction in an information saturated world. "metal gear solid 4: guns of the patriots" deals with "sense", which is a person's understanding of the world that is lost when they die. it also emcompasses how some things cannot be passed down to future generations and be misinterpreted as well as the artificially controlled (and globally shared) sense-data of the new era's nanotech-enhanced soldiers. with "metal gear solid: peace walker" the plot deals with the true nature of 'peace', and the concept of conflict in human societies. "metal gear solid v: the phantom pain" deals with the themes "race" and "revenge" and how the latter can make one lose his humanity. following the initial metal gear, each game has been a deconstruction of action movies and video games, using tropes to invoke the themes and ideas especially those of spy movies - it examines what kind of mind and complete control of a situation would be needed to pull off the absurdly complex and convoluted plans that rely on events completely within the realm of chance yet comes off without a hitch. furthermore, it examines what happens to a child soldier forced to take up a normal life through the characters eli also known as liquid snake in "metal gear solid v: the phantom pain" and raiden was also known as jack in "metal gear solid 4: guns of the patriots". "metal gear rising: revengeance" also deals with "revenge". raiden is defeated in the beginning and feels a deep sense of vengeance, and as such exacts his 'revenge' on the group who sabotaged him, as well as coming to terms with his own past and embracing his true nature. the games carry many implicit parallels to nietzschean philosophy. solid snake serves as a deconstruction of the action hero archetype, as his wartime experiences have turned him into a bitter, broken-down soldier who wishes to retire, but cannot escape the life of conflict that had entwined him for so long. this concept is further explored through raiden, who is put through the same torments as snake in explicit detail. big boss is similarly not immune to this theme: as naked snake, he does not resemble a suave, impeccable secret agent that would otherwise into the 1960s spy film pastiche of "metal gear solid 3: snake eater", but is instead an everyman character. only after undergoing immense psychological and physical scarring does he begin to resemble the ultimate soldier known as big boss.
metal gear