



You can eventually find and build a portable oxygen station that you can deploy in the world, so you'll only need to return to that point and refill, rather than teleporting all the way back to base from a fast travel point. Some of these worries get mitigated, but they get mitigated in ways that manage to make them even more of a hassle, not less. When you're in the dust, you also have an oxygen supply that drains until you return to base and refill. You'll also venture into clouded, low-visibility areas called "the dust" on a regular basis. These meters drop quite a bit more quickly than seems reasonable. So as your hunger meter drops, so does your maximum health. You have fairly harsh hunger and thirst meters to keep up, and your maximum health and stamina is determined by your current hunger and thirst levels. All your gear deteriorates, requiring you to collect and expend resources just to keep your existing stuff in working order. Upkeep is how Metal Gear Survive earns the "survive" part of its name.

As you play, guns and bows also become an option, but the upkeep on ammo crafting and limited inventory space for bullets and arrows make guns and bows special-use items, best saved for when enemy numbers swell beyond your control. You'll craft weapons to fight them, the most effective of which is a simple spear-type weapon that lets you thrust damage into the zombies from a slightly safer distance than most of the other options. It should suffice to say that most of the inhabitants of said area are crystalline zombies that aren't too bright, but can become a hassle if you alert a pack of them to your presence. is it an alternate dimension? That's one of perhaps two questions the game asks and answers in its story, so perhaps I'll just let that one hang. Here, you're a created character sent through a mysterious wormhole into a far-off land. But the scenario and combat is vastly different. It uses the same engine and a lot of the same assets, so the basic look and movement control will seem somewhat familiar. Survive feels like a mod of Metal Gear Solid V: The Phantom Pain. So the end result is a game that manages to be both a bad survival game and a bad Metal Gear game. The catch is that it doesn't actually take enough of the right Metal Gear stuff to evoke that long-running franchise in a meaningful way while also layering its style of survival with just enough microtransactions and late-game surprise energy timers to make the whole thing feel pretty skeevy. That is, it combines elements of Metal Gear with the elements more commonly found in a survival game. The name on the box attempts to tell you what Metal Gear Survive actually is.
