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‘Metal Gear Solid V' Review: The Phantom Pain, What You Need to Know; Customize Volume as per Source Missing Frustrates Gamers?

"Metal Gear Solid V: The Phantom Pain" is finally released on both PC and consoles, after Konami made the fans wait very long. This is very good news thinking that this game's preface, hit PCs entitled "Ground Zeroes," almost ten months after its console equivalents. September 15, was the original plan for the release of the PC version, so fans checked it out to see if any angles have been cut so that it could be released early. Well, this what gamers should know?

"Metal Gear Solid V: The Phantom Pain" provides the graphical selections to change your desire for visual and performance loyalty. These has a depth of texture filtering, post-processing, field detail, lighting, volumetric clouds and ambient occlusion.

On the contrary, if gamers the type of person who wants customized volume as per source, like music, effects and character voices, they are bound to be frustrated as they wouldn't be able to do so in "Metal Gear Solid V: The Phantom Pain". It's a spec that is not included in the game, as is the selection to change the gamers' field of view or FOV to view more of the video game world in first person perspective.

Moreover, long-term PC players will see that there is a choice called anti-aliasing that permits the gamers to lessen- in-game jagged edges, is also not present in "Metal Gear Solid V: The Phantom Pain."

After looking around with "Metal Gear Solid V" settings and screenshots comparisons, gamers could see that changing up, post- handling does lessens any aliasing challenges they have encountered. They can simply select between ranges of presets and a wealth of options from low all the way to super high for most gamers.  Gamers could also miss the sliders, like in "Grand Theft Auto V" or "Witcher 3," to permit the next best experience, made to the most significant worth of the choices present in "Metal Gear Solid V."


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