I've finally had a chance to play this game on a digital download, to see what all the fuss was about. So, first thing's first: Is this game really worth the $20 (or, has my opinion on the price changed at all)? For me, the answer to that is still a resounding "no"
. But, I don't think I'm as adamant in my argument against the price as I was before, because for all things considered, Ground Zeroes does provide a fun game-play experience (albeit in a very small map that's coupled with a very, very short completion time).
My first play through with the "Ground Zeroes" mission took only one hour and twenty minutes. I got away with a C rank and triggered a bunch of alerts. At first, I struggled immensely against the enemy AI. Their peripheral vision seemed just as good as if they were staring at you point-blank in the face, and it resulted in an intensely frustrating experience, where I'd had to continuously restart from the previous check-point. I'd say that the completion of Ground Zeroes really depends on trial and error. But, surprisingly, I noticed that many of the enemy patrols are actually scripted. Jeeps would drive on roads at a certain time, and guards would follow a specific route in the patrols without deviating at all. So, in other words, with consecutive playthroughs of GZ, you'll notice patterns that you'd be able to utilize to your advantage.
I can't say that I'm a big fan of the new controls. In fact, Ground Zeroes has me missing the controls from MGS 4. The CQC set-up feels very awkward, where I now have to awkwardly move the right tumb-stick to select the interrogation command. In addition, you now have to hold down the R1 button to restrain an enemy, and tap on R1 if you wish to knock him out. But, if you don't tap on R1 fast enough, the game will register that you've released the enemy soldier from your grip. This happened to me a few times, and bastards ran and triggered alert statuses
.
The aiming system is another oddity. As Ryan mentioned in his review, it's now nearly impossible to land a good head-shot at a distance. It does seem like KojiPro has incorporated a sort of "Magnus Effect" where bullets would veer off their trajectories at random. So, in order to land head-shots now, you have to sneak up dangerously close to enemies - more than any other MGS game that I've played before.
I've spent a few hours more on the side-missions, and it has become really obvious that Kojima has attempted to pad this game with extra content to compensate for the lack of a lengthy campaign. In addition, the side-missions are highly irrelevant to the storyline since Snake/Big Boss has never made frequent trips to Camp Omega, and the side-missions themselves, revolve around completing various tasks around the base. In terms of canonicity, the "Ground Zeroes" mission was the first and last time Big Boss would ever visit that base. So, if you're just interested in the main storyline, there's nothing substantial to be found in the side-quests.
There are some optional cassette tapes that you can gather to learn about Paz's and Choco's ordeal at Camp Omega. But, (at least for the ones I found), they really don't provide any sort of significant back story, aside from the sounds of torture, and the unzipping of pants, followed by rape.
I'd have to say that Kiefer's voice is what I had expected. I heard Jack Bauer's voice every time that Big Boss spoke. It's still extraordinarily strange hearing someone else voice Big Boss aside from David Hayter.
All in all, I'd give Ground Zeroes an 6/10. It's a game that feels very alien to MGS, but familiar enough, if you've spent time playing other Sandbox titles. It probably would have gotten at least 7 from me, if it weren't for the short length.
Edit: The lack of cardboard boxes, rations, and the "knock" feature are just unacceptable for a MGS game. I do hope that these things return for TPP.