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Chapter 255 - Chapter : 253 : Perfect Dive

Different from the previous Metal Gear: Original Burst Point, although the difficulty there was already quite great, where failing to follow proper stealth rhythm would easily lead to being overwhelmed and instantly eliminated, Metal Gear Solid: Phantom Pain takes a noticeably different approach in its opening.

In Metal Gear Solid: Phantom Pain, the prologue has been deliberately reworked by John. In the original, the opening leaned too heavily into narrative delivery. While it created a strong cinematic immersion, it ultimately felt more like watching a film than actively playing a game, and this, at its core, is still an interactive experience.

Despite the clever use of camera work, the execution of certain plot sequences wasn't as flawless as it might seem. In fact, at times, it even came across as somewhat forced. For example, scenes where the protagonist hides enemy soldiers under the bed, or pretends to be a corpse while surrounded by fully armed enemies, all while being unarmed himself, stretch plausibility. Then, just as danger peaks, the Fireman Walkin conveniently appears to intervene.

These moments feel overly formulaic and coincidental. For players unfamiliar with the earlier titles, elements like the psychic mantis or the mysterious Fireman Walkin only add confusion rather than intrigue.

That said, to smooth over these narrative gaps, John had already released a companion comic based on the script shortly after Metal Gear: Original Burst Point launched. Within it, the origins of characters like Volgin and the psychic mantis are explained in greater detail.

However, most players never read the comic, leaving them unaware of these deeper connections. Even though John introduced various adjustments, such as improved player control during the prologue and additional text prompts, many players still found parts of the experience difficult to fully grasp.

Across online forums and gaming communities, players discussed their experiences in real time, often sharing screenshots taken directly from their phones to prove they were actually playing rather than just watching streams.

"The camera work is insane! The visuals are explosive, and the tension is unreal. When the soldiers were searching the hospital, I swear my toes were curling from stress."

"Same here! Hiding under the hospital bed while that patient got killed right next to me, man, I almost jumped out of my seat!"

"The only thing I don't get is that floating kid… and the fire guy. What do they even have to do with Essence and that whale?"

"LOL, guess you didn't read the Metal Gear comic. It actually explains all that."

Just like Metal Gear Solid: Original Burst Point, the prologue of Metal Gear Solid: Phantom Pain primarily serves to introduce players to the game's core identity.

Even within the opening, the level design already incorporates a significant amount of stealth mechanics. Players control a barely conscious protagonist in a hospital setting, relying on the guidance of the bandaged man, effectively experiencing a subtle but impactful stealth tutorial.

Unlike the original version in the dream memory, John chose not to rely on excessively long cutscenes to convey the story. His philosophy remained simple: most players buy a game to play it, not just to watch it.

As a result, CG cutscenes are handled more flexibly. After completing a level, players can choose whether to view the corresponding story CG from the results screen. This prevents sudden interruptions during gameplay and ensures a smoother, more immersive experience.

As the story gradually unfolds, Liam begins transitioning into the game's core gameplay loop. After escaping the hospital, he encounters a man, Revolver Lynx. Under Lynx's guidance, he sets out to rescue Miller, who has been captured by enemy forces.

With a prosthetic hook replacing his left hand, a cigar clenched between his lips, and an eyepatch covering one eye, Liam's appearance closely resembles BIGBOSS from Metal Gear: Original Burst Point, aside from the additional scars etched across his face.

For players who experienced Metal Gear Solid: Original Burst Point, the controls in Metal Gear Solid: Phantom Pain feel immediately familiar. However, once they move beyond the hospital prologue, a new realization begins to take shape.

The game world opens up. While not as vast as The Elder Scrolls: Skyrim, the map is still impressively large, offering a strong sense of scale and freedom. Liam finally understands what John meant during the earlier press conference: Metal Gear: Phantom Pain will be a linear story, but with absolute freedom. The game provides a clear objective, but how that objective is achieved is entirely up to the player.

Details are everywhere. Information such as the location of a target or hostage isn't simply handed to you. Players must interrogate enemies for clues or search blindly, like a headless wanderer. Of course, there's always the more direct approach, charge in with weapons drawn and eliminate everyone in sight… assuming you're capable of pulling it off.

With prior experience from Metal Gear Solid: Original Burst Point, Liam handles the situation with confidence. He rides toward the mission area, dismounts at a safe distance, then carefully advances along rocky terrain, avoiding patrols and steadily approaching Miller's holding location.

He slips inside a building… only to be discovered!? A quick shot from the tranquilizer gun, followed by a swift chokehold to neutralize the threat.

An unexpected encounter around the corner!? No hesitation, a clean CQC takedown.

Step by step, Liam moves with precision, finally reaching the room where Miller is being held. A flawless infiltration. Ignoring the fact that his score had already dropped by over two thousand points, Liam still gave himself a satisfied nod.

"Miller!" The scene transitions into a story cutscene. BIGBOSS removes the black hood from Miller's head, holding his face firmly with both hands.

"I'm useless now… aren't I?" Miller mutters, eyes closed.

"Miller, it's me. I'm here to get you out."

"Snake…" Miller replies, disbelief and certainty mixing in his voice.

"What did they do to your eyes?"

"Nothing… It's just too bright."

Through this brief exchange, BIGBOSS unlocks Miller's restraints and gently places a pair of sunglasses over his eyes, taken earlier from the bobcat.

Running his fingers across the frame, Miller slowly lifts his head. "You took your time…"

Gameplay resumes. Carrying Miller on his back, escaping the camp proves relatively simple. At the top of the screen, the mission results appear. Every enemy who had spotted him was eliminated, unsurprisingly resulting in a very low score.

But Liam doesn't care. This is war. And in war, people die.

Besides… who would even know he infiltrated the enemy base? There were no witnesses left.

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