My biggest problem in my hands-on time with Metal Gear Solid 5: The Phantom Pain was that even after spending roughly two hours with the game, it didn't feel like enough. There was so much more to see, so much more of the open world I felt like I needed to explore, and so many mechanics that I wanted to test out. It truly goes to show just how massive of a game The Phantom Pain actually is.
The big takeaway from Phantom Pain that I got was that it's Metal Gear Solid tailor-made to how you want to play it. No longer are you procuring weapons that were specifically placed by the designers on site. When you go into a mission, everything that you're able to use is something that you've made a conscious choice to upgrade. You can even change your strategy on the fly by calling in air drops with new weapons, new gadgets, and even a new partner character to totally change your approach.
Its this malleability of the gameplay in Phantom Pain that is most exciting, and its one of the many reasons why September can't get here soon enough.