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*** ''VideoGame/MetalGearSolid4'' reveals that he is...both. Originally a member of the Patriots, but when the great schism occurred, he covertly supported Big Boss while overtly working for the Patriots. So...yeah, both.

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*** ''VideoGame/MetalGearSolid4'' ''VideoGame/MetalGearSolid4GunsOfThePatriots'' reveals that he is...both. Originally a member of the Patriots, but when the great schism occurred, he covertly supported Big Boss while overtly working for the Patriots. So...yeah, both.
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** The short answer is no; FOX was a CIA division, and FOXHOUND was modeled after FOX by Big Boss. Both were geared towards Solo sneaking missions, so rank would be irrelevant as you shouldn't be interacting with allied forces anyway. The only person who had a rank in the operation would be the CO (aka Big Boss in MG1, and Cambell in the second onwards, with Major Zero in 3 as FOX's), and there are plenty of members of both organisations who were never apart of the US military (ie; everyone in Liquid's FOXHOUND was either a civillion, a mercenary, or was a member of another nation's army before FOXHOUND). There's no need for them to have ranks, as they're not supposed to be in the field with other military units anyway.

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** The short answer is no; FOX was a CIA division, and FOXHOUND was modeled after FOX by Big Boss. Both were geared towards Solo sneaking missions, so rank would be irrelevant as you shouldn't be interacting with allied forces anyway. The only person who had a rank in the operation would be the CO (aka Big Boss in MG1, [=MG1=], and Cambell in the second onwards, with Major Zero in 3 as FOX's), and there are plenty of members of both organisations who were never apart of the US military (ie; everyone in Liquid's FOXHOUND was either a civillion, a mercenary, or was a member of another nation's army before FOXHOUND). There's no need for them to have ranks, as they're not supposed to be in the field with other military units anyway.
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** ''Headscratchers/MetalGearSolidVGroundZeroes''
** ''Headscratchers/MetalGearSolidVThePhantomPain''
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* ''Headscratchers/MetalGear1''
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Up To Eleven is a defunct trope


** You're taking everything ''way'' too much at face value. You're talking about ''Revolver Ocelot'', a guy most famous for simultaneously lying to and backstabbing everyone he meets for his entire life. He's a guy who went UpToEleven as far as double agenting and backstabbing goes, and you're taking him at his word for ''any'' of those names? You can ''never'' presume he's telling the truth.\\

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** You're taking everything ''way'' too much at face value. You're talking about ''Revolver Ocelot'', a guy most famous for simultaneously lying to and backstabbing everyone he meets for his entire life. He's a guy who went UpToEleven up to eleven as far as double agenting and backstabbing goes, and you're taking him at his word for ''any'' of those names? You can ''never'' presume he's telling the truth.\\
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** Large sniper rifles like the PSG-1 are also very heavy weapons, and not very balanced and are difficult to hold steady if you don't have something to brace them with. This is why you will often see snipers lying prone when they're aiming their weapon, as it allows them to use the ground/the weapon's bracing legs to steady the weapon. So we can interpret Snake/Raiden's shaking as them having difficulty holding the weapon's weight with just their arms.
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* ''Headscratchers/MetalGearGhostBabel''
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** In the absence of clear confirmation from any of the games, it's up to personal interpretation, particularly given clues about the extent of Ocelot's cunning and deduction skills.
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** "The people involved that weren't named Big Boss or Solid Snake are barely mentioned" - Gray Fox, Campbell and Miller are 'barely mentioned' to you? Anyway, the REAL reason is that the series is very metafictional and consciously building on itself. The MSX games are in the middle of the timeline, but they're the beginning of the story as it's told through games. Every game is aware of its place in the series as a work; i.e. [=MGS3=] contains tons of winking nods to [=MGS2=] that don't mean anything to the characters in-universe, and [=MGS4=] features Snake using CQC because Big Boss' records were declassified - i.e. because [=MGS3=] was released. The series knows full well that the MSX games are much more simple than the Solid games and isn't pretending otherwise.
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** There are many; for the Cobras, only The End is really explained in detail. The Pain is only suggested to have parasites, and the major parasite-using bosses we see in MGSV (the Skulls Unit) have magic powers so extreme that "parasites did it" is barely an explanation whatsoever (same with the Pain forming actual weapons out of bees), meanwhile The Fear, The Sorrow and The Fury are not explained at all. Psycho Mantis and Volgin are deliberately not explained or only barely explained in V, Fortune is suggested to truly have luck powers in the ending of 2, and even in 4 the revelation that the beasts are controlled by Mantis' ghost puts them all (especially Screaming Mantis) in a more supernatural light. Even relatively mundane characters like Sniper Wolf are said to be able to go weeks without eating or moving, and then there are the superpowers of the bosses from Portable Ops if you consider that canon. (This is all not getting into the more open-to-interpretation implications involving Vamp and Liquid Ocelot.) Metal Gear's always balanced sci-fi and supernatural or surreal elements, and that has never truly been gotten rid of, just played with.
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** People are easily fooled by small differences in appearance (yes, ClarkKenting works) and Sears and Solidus look visually distinct. At worst, it would probably spawn memes about how the pres totally looks like that one war hero lol. As for the purpose behind it, who's to say the original plan wasn't for Solidus to rule in perpetuity? With the Patriots having total information control, they could slowly massage the population to accept the abolition of term limits over the course of Sears' first and second terms, which is exactly what some regimes in the real world have already done, even as they maintain sham democracies.
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** Remember that sniping involves long distances. Any slight movement on one end translates to a huge difference in accuracy on the other (which is visible through the scope). Picture trying to press a button on the far side of a swimming pool using a long pole and you'll get the general princple.
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** And it's not "manic shaking." People twitch unconsciously and it's '''very''' hard to actually remain completely still even when you're not trying to steady two feet of heavy gun.
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** It's just a gameplay mechanic to add a difficulty to the sniping, nothing more. Diazepam is just Valium, which works as a muscle relaxant but has other effects that would be unwanted for a sniper in the field. Some snipers allegedly do take beta blockers, but what those drugs do is to lower your heart rate and blood pressure.
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* Did Ocelot ever become aware that he is The Boss' biological son?
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* I've never fired a rifle before, is Snake and Raiden's manic shaking when they use the PSG-1 even remotely realistic? And do tranquilizers such as Diazepam actually cure this? This does not seem to be a thing in any other game I've played.
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*** At the beginning of MGS3, Naked Snake is CIA, which is actually a civilian organisation. 'Big Boss' as a title doesn't come with a promotion to a higher rank because John didn't have one to begin with.

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*** At the beginning of MGS3, [=MGS3=], Naked Snake is CIA, which is actually a civilian organisation. 'Big Boss' as a title doesn't come with a promotion to a higher rank because John didn't have one to begin with.
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** HideoKojima got precisely one thing correct about genes. Blond hair is, in fact, a recessive trait. That and lifestyle differences.

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** HideoKojima Creator/HideoKojima got precisely one thing correct about genes. Blond hair is, in fact, a recessive trait. That and lifestyle differences.

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'''Note''': In an effort to bring some order to the [[Headscratchers/MetalGear Metal Gear Headscratchers page]], Headscratchers that focus on something from a single game have been moved to that games page. If you have a Headscratcher that you think only applies to one game, please consider putting it on one of the following pages:

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'''Note''': In an effort to bring some order to the [[Headscratchers/MetalGear Metal Gear Headscratchers page]], Headscratchers that focus on something from a single game have been moved to that games page. If you have a Headscratcher that you think only applies to one game, please consider putting it on one of the following pages:
pages. Otherwise, if your Headscratcher applies to the series overall, post it here.
----
[[index]]



* ''Headscratchers/MetalGearSolidPortableOps''



* ''Headscratchers/MetalGearSolidV''
* ''Headscratchers/MetalGearSolidPortableOps''
* ''Headscratchers/MetalGearRisingRevengeance''



* ''Headscratchers/MetalGearRisingRevengeance''
* ''Headscratchers/MetalGearSolidVThePhantomPain''

Otherwise, if your Headscratcher applies to the series overall, post it here.

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* ''Headscratchers/MetalGearRisingRevengeance''
* ''Headscratchers/MetalGearSolidVThePhantomPain''

Otherwise, if your Headscratcher applies to the series overall, post it here.
[[/index]]
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* Has there ever been an in-universe, story justification for the ability to arrest enemy soldiers on the ground? This ability, available since Snake Eater, allows the player to freeze guards and render them scared and immobile unless they are knocked out or other enemies happen upon them. It's the best means of neutralising the opposition, as they aren't knocked out so cannot regain consciousness nor are they killed (thus the player doesn't incur kills). But how would this work in reality? Snake can hold them up then run away. The guards can hear/see him, right? Surely they understand once he reaches a safe distance they can get up and raise an alert. In some games he can destroy their radios but they can still call to comrades in the vicinity. He doesn't take their weapons, either, except in MGS4 (and even then they still have sidearms) so they still have a means of attacking him. There is no real reason to remain prone, especially in a wide open area where he can't keep his gun trained on them (and others) at all times. It gets worse when you consider you can do this to all the enemies in an area, and even cluster them in close proximity. You can achieve totals of upwards of 40 in Ground Zeroes! Granted over a wide area. In close proximity, they would surely band together and attempt to defend themselves at an opportune moment. So what's keeping them afraid and unwilling to stand up? The idea that Snake could have set an AP mine nearby? That would be understandable, but that's never even implied unless of course you do carry that action out in gameplay. Otherwise, he never even mentions that he's set a deterrant in the vicinity. So what gives? And please don't say GameplayAndStorySegregation or TheGuardsMustBeCrazy because that's just lazy.

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* Has there ever been an in-universe, story justification for the ability to arrest enemy soldiers on the ground? This ability, available since Snake Eater, allows the player to freeze guards and render them scared and immobile unless they are knocked out or other enemies happen upon them. It's the best means of neutralising the opposition, as they aren't knocked out so cannot regain consciousness nor are they killed (thus the player doesn't incur kills). But how would this work in reality? Snake can hold them up then run away. The guards can hear/see him, right? Surely they understand once he reaches a safe distance they can get up and raise an alert. In some games he can destroy their radios but they can still call to comrades in the vicinity. He doesn't take their weapons, either, except in MGS4 ''VideoGame/MetalGearSolid4GunsOfThePatriots'' (and even then they still have sidearms) so they still have a means of attacking him. There is no real reason to remain prone, especially in a wide open area where he can't keep his gun trained on them (and others) at all times. It gets worse when you consider you can do this to all the enemies in an area, and even cluster them in close proximity. You can achieve totals of upwards of 40 in Ground Zeroes! Granted over a wide area. In close proximity, they would surely band together and attempt to defend themselves at an opportune moment. So what's keeping them afraid and unwilling to stand up? The idea that Snake could have set an AP mine nearby? That would be understandable, but that's never even implied unless of course you do carry that action out in gameplay. Otherwise, he never even mentions that he's set a deterrant in the vicinity. So what gives? And please don't say GameplayAndStorySegregation or TheGuardsMustBeCrazy because that's just lazy.

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