
Ushering in a new era for the METAL GEAR franchise with cutting-edge technology powered by the Fox Engine, METAL GEAR SOLID V: The Phantom Pain, will provide players a first-rate gaming experience as they are offered tactical freedom to carry out open-world missions.
Modeled estimate, not a reported figure. How we estimate →
Prices
The United States storefront in every case, so this compares stores and not countries.
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
13 of 15 markets; the rest we haven't asked for this title, not markets where it is unavailable.
Availability
We put this game to every storefront we collect. A market that answered not sold has told us something about the game; a market we never asked has not, and the two are never drawn the same.
Charts
Each storefront's own chart, in its own country — the closest public signal to sales where none is published. A country missing from a list is one we don't collect there, not one where the game doesn't chart.
No United States chart position — it charts only in the markets below.
About
Genres
Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Sums Steam only; PlayStation publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $19.99 | 108.4Kreviews | 92% | — | $38.6M |
| $19.99 | 94Kratings | 93% | — | not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 1887 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
ogółem mówiąc, nie jest to gra perfekcyjna (patrz fabuła), lecz jest ona bardzo dobra, 8/10
fajna gra, piękna kobieta i przystojni mężczyźni (prócz Skull Facea) i mogę bić swoich żołnierzy, 10/10
Best gameplay in the series. Great for a one-time playthrough, though you eventually become so overpowered that most of the challenge disappears. The Mother Base empire-building stuff is a lot of fun. The biggest issue is that once you find a loadout you like, there’s very little reason to experiment, which makes about 99% of the weapons and equipment feel pointless. After your first playthrough, do yourself a favor and download "The Definitive Subsistence Update" mod with the increased difficulty option. It turns it into a scrappy gorilla warfare blast! I've never had as much fun with this game as i have with the mod. Everything is POS (Procure on site) feels like how the game was meant to be played.
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $38.6M | 89.4K | 95% | $16.99 | |
| $38.6M | 373.8K | 94% | $4.95 | |
| $38.5M | 43.3K | 79% | $39.99 | |
| $38.7M | 53.1K | 79% | $29.99 | |
| $38.5M | 24.8K | 92% | $39.99 | |
| $38.8M | 76K | 97% | $24.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $8.1M | 18.3K | 85% | $19.99 | |
| $60M | 88.5K | 85% | $39.99 | |
| $27.6M | 31.1K | 86% | $39.99 | |
| $15M | 33.7K | 85% | $19.99 | |
| $10.7M | 68.7K | 92% | $9.99 | |
| $7.9M | 17.8K | 77% | $29.99 |
13 on sale2 answered “not sold”0 we did not ask
The 2 “not sold” markets are read from the Steam price pass of Sep 11: that day the store answered for this game elsewhere and gave no price in those. The 13 priced markets are the same rows as the table above — each the latest price we hold, dated here when it is older than that pass. The 0 marked “not asked” were not put to this store at all — either it has no storefront there or we do not collect it yet, and neither is a statement about the game. A refusal is a refusal on one day; a store can list a title again tomorrow.
Latest in each market: best UK #80, worst BR #98 · 3 markets collected
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French, Italian, German, Japanese*, Portuguese - Brazil, Russian, Spanish - Latin America*languages with full audio support
Hours played at review time, across 1.9K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
to curtindooo
Cutscene animation quality of a skibidi toilet
Залупа расфоршеная, лучше не покупал бы
It is very good
I really do like MGS5, but the gameplay doesn’t always feel right to me. I played MGS1 through MGS4 a long time ago, and coming back to MGS5, there are some things that just don’t make sense to me. 1. Weapons being stored on your hip Why is your main weapon always on your hip, even when it’s equipped? I know the primary weapon is attached to a magnetic/floating mount on the character’s side, but it still feels strange. It’s not a sword or revolver—you only actually hold the weapon when you aim it. In MGS1 through MGS4, your equipped weapon would actually be in your hands. The same goes for the knife when using CQC. Imagine being in the military and your boss says, “Equip your weapon,” and you reply, “It’s equipped and ready on my hip, sir!” 😂 I know this is a gameplay design choice, but it makes the game feel less believable to me. 2. Weapon selection It would have been nice to have the option to select weapons like in the older MGS games, using L2/R2 instead of the D-pad. I understand that some people prefer MGS5’s faster gameplay, but Metal Gear is still a stealth game. I think it would have been great to have an option in the settings to choose between the old and new control styles. It would also be nice to have an option to actually hold your equipped weapon in your hands when you’re carrying it. 3- The open world doesn't always work for Metal Gear I like the idea of an open-world Metal Gear game, but sometimes it feel like the open world works against what made the older games so good. In MGS1–MGS4, the environments were designed around stealth. You had specific areas, patrol routes, locked doors, cameras, vents, rooms, and other things that made you think about how you wanted to move through the area. In MGS5, you have a huge open map, but a lot of the time you're driving or going across empty areas just to reach your next objective. Once you understand the enemy bases and have the right equipment, many encounters can be approached in the same way. The open world gives you freedom, which is fun, but I sometimes feel like there is too much space and not enough meaningful stealth gameplay happening inside it. I think a more focused level design, similar to the older games but with MGS5's freedom and mechanics, would have been much better. 4. The game becomes too easy toward the end The story missions, Side Ops, and stealth gameplay become pretty easy once you reach the endgame, especially if you have things like Stealth Camo. Once you have the right equipment, there isn't much left in the open world that feels truly challenging. FOB missions are a different story, though—they can actually be very challenging. FOB missions (raiding player base) do give you more focused infiltration, but they also have their own disadvantage, the layouts and areas can start to feel repetitive because you're repeatedly infiltrating similar platforms and they all look the same. They can be challenging, but after playing them many times, the environments don't have the same variety or memorable feeling as the different locations in the older MGS games. 5. The story feels unfinished The biggest problem for me is the story. It feels like the game was cut short before the story could properly finish. There are interesting characters, missions, and story moments, but the game never gives you the satisfying conclusion that you would expect after spending so much time playing it. By the time you reach the later parts of the game, it feels like there should be more to come, but instead the story just stops. It leaves a lot of questions unanswered and makes the whole experience feel incomplete. I know there were development issues behind the scenes, but as a player, it doesn't change how it feels when you're playing the finished game. I really enjoyed the story that was there, but I wish we could have seen the complete version of it. Final thoughts MGS5 is a good game, and I really did have fun playing it. The gameplay gives you a lot of freedom, and there are many things I like about it. But personally, I would still prefer to play MGS4, the older MGS games, or Ground Zeroes if I want a better stealth challenge and the classic Metal Gear feeling.
小岛秀夫牛逼👍,科乐美艾斯比😒
Este juego a envejecido muy muy bien jajaja
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.