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In this fun little mission, you have to kill (or extract) three Soviet colonels as they meet up in a local village.

Having doctors without borders around is like a novel spin on the Militaires Sans Frontières of Peace Walker, only now it's. Simply a matter of moving them over to the medical wing via the staff management widget. Well, at least I managed to find a few surgeons while out on the field. Medical staff also tend to soldiers that come back from dispatch missions all busted up, hence why it's a bit odd the doctors got unlocked first. Guards can't be marked easily from a distance if they're indoors, which leads to a lot of surprise encounters if you aren't prepared for them.
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Closely linked to the next unit type unlock, as I suspected, the medical bay can assist in the R&D of drugs like series mainstay pentazemin - which steadies your aim - and a few fun ones like being able to see lifeforms around you if you're looking for critters or are moving through the interior of a building. The Medical Unit showed up just after I completed that last mission (#10).For now, let's see some damn dots already: Part 3: Huey, Screwy and Kablooey Maybe the relative scarcity of all that from mission-to-mission is why I'm tepid on the game so far and why so much of it feels like filler, but I can leave all the reviewing for the feature's conclusion. It's easier to think of these missions as miniature Metal Gear Solid games as a result, even if only a handful actually contain the bizarre nonsense military conspiracy writing I've grown to expect and love like tolerate from this series.
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One of those aforementioned wonderfully dumb aspects about this game is how each mission is presented like an episode of a TV show, with a pre- and post-mission credits roll for the "actors" and its "director" Hideo Kojima, former lead designer for Konami and current President of the Norman Reedus fan club, "We Need Us Some Reedus™". Or maybe it is? I suppose what I mean is that I can play this for ten hours without seeing anything story significant to remark upon, leading me to fill this war journal of mine with inane entries about D-Horse's poop command or Ocelot's stupid face or how I wish I could find a way to combine the two, but it's also a pretty good means of getting my views out on the game's many individual missions, which I'm learning can fluctuate wildly in how effective they are both on their own standalone merits and as part of Metal Gear Solid's usual approach to stealth mission design. The story's getting stupid in that wonderful way that only a Metal Gear Solid story can, but I'm also starting to grasp that this game isn't really structured in a way conducive to my usual format.

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Normally I try to pad these introductions out a little so that the image I insert in here doesn't mess up the formatting of the bullet point list (gettin' too real already with this episode) but I'm actually at a loss for how to broach the subject of how I feel about this particular Metal Gear Solid. I'm covering the remainder of the missions and events that occur in Afghanistan (though I'm sure I'll come back at some point) and preparing to move to the sunny shores of Angola which, like Africa itself if you believe Dan, is a country in Africa. You'll be ambivalent to hear that this is one again the case with Part 3, its kvetching already in progress. Heavens to Mother Base, it's only another episode of Mento Gear Solid V! When I last left you all, I was complaining non-stop about how difficult Metal Gear Solid V: The Phantom Pain was and attempting to disguise it as enlightened critique. Mento Gear Solid V: The Fandom's Pain: Part 3
