Metal Gear Solid V is in several senses Hideo Kojima's attempt to create a Ubisoft game without the benefit of Ubisoft's immense global resources and casual ability to sink 5 years of development time into a deeply troubled game in a completely new IP and turn it into a smash hit. (Watch_Dogs) Wheras Ubisoft have engines at their disposal such as Dunia, which is a CryEngine fork -- in short, an engine derived from an engine which was basically made for huge scale open world games, Kojima had to make his own engine. The end results were not all that impressive when you consider just how visually limited the game world of MGS V really is.
MGS V is like a combination of Splinter Cell: Blacklist and Far Cry 4. The Blacklist influence is beyond any denial, I think. The open world gameplay with stealth fortress infiltrations and plant gathering and all that feels very heavily influenced by Far Cry 4 and its predecessor, Far Cry 3.
And on top of that is Kojima's deep love of the Mad Max/Shaun the Sheep school of storytelling, which favors lingering gazes over dialogue. While MGS V does indeed have cut content, the overall structure of the game is deeply intentional. The characters are not supposed to talk all that much because to Kojima, Mad Max 4 is the most awesomest film of all time and Max has about 10 lines of dialogue in it, most of them consisting of a single word or so.
And of course then you've got Chapter 2, which is an epilogue. People seem to think there's some "missing half" of the game, when the true nature of Chapter 2 is a small collection of stories intended to show how the Diamond Dogs deal with the truth that killing Skull Face achieved basically nothing of significance. It was all nothing. Bitterness and emptiness.
And again, this is rather Ubisoft-esque. Ubisoft games sometimes end on very bleak, unhappy notes. The final boss battle in Splinter Cell: Blacklist had no real sense of grand achievement or closure to it. It was two men scrabbling around in the snow fighting to the death. Kojima spurned the idea that characters need boss battles, but the principle is the same.