

(Mild spoiler) MGS5 takes this game-system-as-theme metaphorical context a step further, with devastating impact (Spoiler ends). However, if you hadn't seen MGS2's ending, you'd be forgiven for criticizing hero Raiden as unrealistically naive – without realizing the character's importance to MGS2's deliberately formulaic, and highly meta, structure. If anything, hardcore fans might be a touch disappointed with the brevity of cut-scenes, and the core plot is slightly vanilla for those weaned on the meta-concepts of the La-Li-Lu-Le-Lo.

At least, that's Kojima 'simple' but… hey, that's for another article. From the intro's opening seconds, you're funneled to learn the controls, and your motivations are clear: it's a revenge tale, pure and simple. You don't even need to know the plot of Ground Zeroes, and the game recaps it for you anyway. MGS5 is full of nods to the series' lore, but all the hardcore, fan-prodding, plot nuances are hidden in the optional cassette tapes to be listened to as you roam the battlefield. If you've struggled with previous MGS games, this is the most intuitive, self-contained entry yet. You're given a veiled dry-run with every new piece of equipment (for example, against a lone guard) and the game 'locks' unnecessary menu options when introducing a new Mother Base or iDroid function to make learning easier. It sounds daunting, but MSG5 drip feeds its complexities. a translator, allowing you to interrogate guards for clues about item locations.

MGS5's extensive Mother Base system would need a thousand words to briefly outline its depths, not to mention the 150 side-ops: non-essential, but highly worthwhile, missions which reward you with vital resources e.g.
