
There’s no getting away from it: in narrative terms, this is a tiny slice of what has traditionally been a rich (though profoundly confusing) experience. Players who follow the game’s instructions to the letter may find themselves completing the main mission, a basic affair involving rescuing two prisoners, in around half an hour and since the main mission is the only one that contributes to the overarching storyline of the Metal Gear franchise, those players are likely to feel shortchanged. The most obvious, for many, will be its length. There’s also a ‘reflex mode’ which plunges the game into slow motion when the character is spotted, allowing quick-witted players to pop off a tranquillizer shot and pacify observant enemies before they raise the alarm.īut Ground Zeroes is not without its problems. The mechanics of detection have also been refined, with the sharp-eyed AI guards reacting to the character’s position based on ambient light levels, stance (crouching, lying, standing) and the presence of foliage or obstructions. The radar minimap, which showed the character’s position and those of patrolling guards, has gone, replaced by a system, reminiscent of those in Far Cry 3 and Splinter Cell, that requires you to keep a cursor steady on objects in the game world to ‘tag’ them in perpetuity.
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Kojima’s rewrite of his stealth formula brings it closer in spirit to contemporary third-person shooters than previous Metal Geargames, and ditches several aspects that have become series staples.

At which point Ground Zeroes shows itself to be nearly as superb as you might hope.
