Since the release of Metal Gear Solid: Ground Zeroes, further commentary on Metal Gear Solid: The Phantom Pain has proven to be sparse. We won’t be seeing the sequel for some time still, but there has been some information given to us from director Hideo Kojima in regards to Metal Gear Solid: The Phantom Pain‘s expectations. Ranging from the dramatic reverse perception of creating a villain out of Big Boss, and the astonishing revelation of being given Ocelot as an actual radio contact throughout the game. Metal Gear Informer stated that in their review of 4Gamer’s interview with Kojima that Ocelot will be joining Kaz from Metal Gear Solid: Ground Zeroes in offering Big Boss consistent radio support; which is definitely a first in the traditional lineage of the Metal Gear Solid franchise.
Kojima also alluded to the fact that, “[the player] will be able to do more with the radio that in Ground Zeroes,” details on what exactly this might be implying has yet to be explored. However, the player can certainly detect the emphasized importance that Hideo Kojima has begun to establish on the adaptability of the in-game radio. Whilst there might be some accessible radio contacts still to come for Metal Gear Solid: The Phantom Pain, the Game Director has chosen to refrain from commenting further on the numerous capabilities of hosting multiple character appearances in the long-awaited sequel.
Thus, the waiting game begins; nevertheless, in an interview with SpazioGames translated on Metal Gear Informer’s website, we were able to gather some material on Kojima’s overall perception of constructing the darker themes of Metal Gear Solid: The Phantom Pain and his personal insight on designing Big Boss as an “evil threatening the entire world.”

Metal Gear Solid 5’s “Punished Snake” will become a destructive force that’ll jeopardize the livelihood of the world.
“This episode is the story of how Snake became Big Boss.” Kojima explained to SpazioGames. “It is important for me to explain to the players how this hero became an evil threatening the entire world. That’s why it needed to become a very dramatic story.” Newcomers to the Metal Gear Solid series won’t need to relive the previous games to comprehend the motif of Metal Gear Solid: The Phantom Pain. Although it might be helpful to delve into Metal Gear Solid 3: Snake Eater to create a sense of the “hero-to-villain” connotation for the forthcoming sequel, it won’t exactly be necessary. This tale is one of vengeance and blind revenge; thus, it’ll require fairly limited knowledge on the prior Metal Gear Solid scene. Good news if you’ve been planning to jump into the franchise this year.
“The missions are still very clear,” added Hideo Kojima in his interview, “and the player is free to choose how to approach them.” No doubt the PlayStation 4’s share button mechanic that was distinctly highlighted in the prequel will make a comeback in Metal Gear Solid: The Phantom Pain. “In this sense, I don’t think it’s that different from the previous installments,” concluded the Game Director.
Referring to the potential future installments in the Metal Gear series, Kojima has made it apparent that this will be his final contribution to the series he aided in launching over sixteen years ago. But that doesn’t mean that The Phantom Pain will be the final grandiose chapter for Metal Gear Solid; as the comments praising the newly constructed game engine were insinuated to SpazioGames. “The Fox Engine is much more efficient compared to previous engines.” he explained. “It makes it a lot easier to create new designs and environments, and it also becomes easier for me to pass the license over to a possible new director to create new games in the series.” But the idea of another successor has left multiple fans of the series with mixed emotions.
We’d be thrilled to hear your expectations for Metal Gear Solid: The Phantom Pain, and will keep you informed on any possible updates on the release of the upcoming stealth action-adventure title.